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1978 lines
60 KiB
C++
1978 lines
60 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_BEHAVIOR_H
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#define AI_BEHAVIOR_H
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#include "ai_component.h"
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#include "ai_basenpc.h"
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#include "ai_default.h"
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#include "AI_Criteria.h"
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#include "networkvar.h"
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#ifdef DEBUG
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#ifdef _WIN32
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#pragma warning(push)
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#endif // _WIN32
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#include <typeinfo>
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#ifdef _WIN32
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#pragma warning(pop)
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#pragma warning(disable:4290)
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#endif // _WIN32
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#endif // DEBUG
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// CAI_Behavior...
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//
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// Purpose: The core component that defines a behavior in an NPC by selecting
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// schedules and running tasks
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//
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// Intended to be used as an organizational tool as well as a way
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// for various NPCs to share behaviors without sharing an inheritance
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// relationship, and without cramming those behaviors into the base
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// NPC class.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Base class defines interface to behaviors and provides bridging
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// methods
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//-----------------------------------------------------------------------------
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class IBehaviorBackBridge;
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//-------------------------------------
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abstract_class CAI_BehaviorBase : public CAI_Component
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{
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DECLARE_CLASS( CAI_BehaviorBase, CAI_Component )
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public:
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CAI_BehaviorBase(CAI_BaseNPC *pOuter = NULL)
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: CAI_Component(pOuter),
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m_pBackBridge(NULL)
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{
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}
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virtual const char *GetName() = 0;
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virtual bool KeyValue( const char *szKeyName, const char *szValue )
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{
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return false;
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}
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bool IsRunning() { Assert( GetOuter() ); return ( GetOuter()->GetRunningBehavior() == this ); }
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virtual bool CanSelectSchedule() { return true; }
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virtual void BeginScheduleSelection() {}
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virtual void EndScheduleSelection() {}
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void SetBackBridge( IBehaviorBackBridge *pBackBridge )
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{
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Assert( m_pBackBridge == NULL || pBackBridge == NULL );
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m_pBackBridge = pBackBridge;
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}
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void BridgePrecache() { Precache(); }
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void BridgeSpawn() { Spawn(); }
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void BridgeUpdateOnRemove() { UpdateOnRemove(); }
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void BridgeEvent_Killed( const CTakeDamageInfo &info ) { Event_Killed( info ); }
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void BridgeCleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ) { CleanupOnDeath( pCulprit, bFireDeathOutput ); }
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void BridgeOnChangeHintGroup( string_t oldGroup, string_t newGroup ) { OnChangeHintGroup( oldGroup, newGroup ); }
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void BridgeGatherConditions() { GatherConditions(); }
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void BridgePrescheduleThink() { PrescheduleThink(); }
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void BridgeOnScheduleChange() { OnScheduleChange(); }
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void BridgeOnStartSchedule( int scheduleType );
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int BridgeSelectSchedule();
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bool BridgeSelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode, int *pResult );
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bool BridgeStartTask( const Task_t *pTask );
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bool BridgeRunTask( const Task_t *pTask);
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bool BridgeAimGun( void );
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int BridgeTranslateSchedule( int scheduleType );
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bool BridgeGetSchedule( int localScheduleID, CAI_Schedule **ppResult );
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bool BridgeTaskName(int taskID, const char **);
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Activity BridgeNPC_TranslateActivity( Activity activity );
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void BridgeBuildScheduleTestBits() { BuildScheduleTestBits(); }
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bool BridgeIsCurTaskContinuousMove( bool *pResult );
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void BridgeOnMovementFailed() { OnMovementFailed(); }
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void BridgeOnMovementComplete() { OnMovementComplete(); }
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float BridgeGetDefaultNavGoalTolerance();
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bool BridgeFValidateHintType( CAI_Hint *pHint, bool *pResult );
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bool BridgeIsValidEnemy( CBaseEntity *pEnemy );
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CBaseEntity *BridgeBestEnemy();
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bool BridgeIsValidCover( const Vector &vLocation, CAI_Hint const *pHint );
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bool BridgeIsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
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float BridgeGetMaxTacticalLateralMovement( void );
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bool BridgeShouldIgnoreSound( CSound *pSound );
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void BridgeOnSeeEntity( CBaseEntity *pEntity );
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void BridgeOnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
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bool BridgeIsInterruptable( void );
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bool BridgeIsNavigationUrgent( void );
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bool BridgeShouldPlayerAvoid( void );
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int BridgeOnTakeDamage_Alive( const CTakeDamageInfo &info );
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float BridgeGetReasonableFacingDist( void );
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bool BridgeShouldAlwaysThink( bool *pResult );
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void BridgeOnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
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void BridgeOnRestore();
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virtual bool BridgeSpeakMapmakerInterruptConcept( string_t iszConcept );
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bool BridgeCanFlinch( void );
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bool BridgeIsCrouching( void );
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bool BridgeIsCrouchedActivity( Activity activity );
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bool BridgeQueryHearSound( CSound *pSound );
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bool BridgeCanRunAScriptedNPCInteraction( bool bForced );
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Activity BridgeGetFlinchActivity( bool bHeavyDamage, bool bGesture );
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bool BridgeOnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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void BridgeModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet );
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void BridgeTeleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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void BridgeHandleAnimEvent( animevent_t *pEvent );
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virtual void GatherConditions();
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virtual void GatherConditionsNotActive() { return; } // Override this and your behavior will call this in place of GatherConditions() when your behavior is NOT the active one.
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virtual void OnUpdateShotRegulator() {}
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virtual CAI_ClassScheduleIdSpace *GetClassScheduleIdSpace();
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virtual int DrawDebugTextOverlays( int text_offset );
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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static void SaveBehaviors(ISave &save, CAI_BehaviorBase *pCurrentBehavior, CAI_BehaviorBase **ppBehavior, int nBehaviors );
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static int RestoreBehaviors(IRestore &restore, CAI_BehaviorBase **ppBehavior, int nBehaviors ); // returns index of "current" behavior, or -1
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protected:
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int GetNpcState() { return GetOuter()->m_NPCState; }
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virtual void Precache() {}
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virtual void Spawn() {}
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virtual void UpdateOnRemove() {}
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virtual void Event_Killed( const CTakeDamageInfo &info ) {}
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virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ) {}
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virtual void PrescheduleThink();
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virtual void OnScheduleChange();
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virtual void OnStartSchedule( int scheduleType );
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virtual int SelectSchedule();
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual void AimGun( void );
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virtual int TranslateSchedule( int scheduleType );
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virtual CAI_Schedule *GetSchedule(int schedule);
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virtual const char *GetSchedulingErrorName();
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virtual void BuildScheduleTestBits() {}
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bool IsCurSchedule( int schedId, bool fIdeal = true );
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CAI_Hint * GetHintNode() { return GetOuter()->GetHintNode(); }
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const CAI_Hint *GetHintNode() const { return GetOuter()->GetHintNode(); }
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void SetHintNode( CAI_Hint *pHintNode ) { GetOuter()->SetHintNode( pHintNode ); }
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void ClearHintNode( float reuseDelay = 0.0 ) { GetOuter()->ClearHintNode( reuseDelay ); }
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protected:
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// Used by derived classes to chain a task to a task that might not be the
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// one they are currently handling:
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void ChainStartTask( int task, float taskData = 0 );
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void ChainRunTask( int task, float taskData = 0 );
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protected:
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virtual Activity NPC_TranslateActivity( Activity activity );
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virtual bool IsCurTaskContinuousMove();
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virtual void OnMovementFailed() {};
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virtual void OnMovementComplete() {};
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virtual float GetDefaultNavGoalTolerance();
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virtual bool FValidateHintType( CAI_Hint *pHint );
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virtual bool IsValidEnemy( CBaseEntity *pEnemy );
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virtual CBaseEntity *BestEnemy();
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virtual bool IsValidCover( const Vector &vLocation, CAI_Hint const *pHint );
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virtual bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
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virtual float GetMaxTacticalLateralMovement( void );
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virtual bool ShouldIgnoreSound( CSound *pSound );
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virtual void OnSeeEntity( CBaseEntity *pEntity );
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virtual void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
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virtual bool IsInterruptable( void );
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virtual bool IsNavigationUrgent( void );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual float GetReasonableFacingDist( void );
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virtual bool ShouldPlayerAvoid( void );
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virtual bool CanFlinch( void );
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virtual bool IsCrouching( void );
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virtual bool IsCrouchedActivity( Activity activity );
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virtual bool QueryHearSound( CSound *pSound );
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virtual bool CanRunAScriptedNPCInteraction( bool bForced );
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virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
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virtual bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet );
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virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual bool ShouldAlwaysThink();
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virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) {};
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virtual bool SpeakMapmakerInterruptConcept( string_t iszConcept ) { return false; };
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virtual void OnRestore() {};
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bool NotifyChangeBehaviorStatus( bool fCanFinishSchedule = false );
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bool HaveSequenceForActivity( Activity activity ) { return GetOuter()->HaveSequenceForActivity( activity ); }
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//---------------------------------
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string_t GetHintGroup() { return GetOuter()->GetHintGroup(); }
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void ClearHintGroup() { GetOuter()->ClearHintGroup(); }
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void SetHintGroup( string_t name ) { GetOuter()->SetHintGroup( name ); }
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virtual void OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {}
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//
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// These allow derived classes to implement custom schedules
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//
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static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return CAI_BaseNPC::GetSchedulingSymbols(); }
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static bool LoadSchedules() { return true; }
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virtual bool IsBehaviorSchedule( int scheduleType ) { return false; }
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CAI_Navigator * GetNavigator() { return GetOuter()->GetNavigator(); }
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CAI_Motor * GetMotor() { return GetOuter()->GetMotor(); }
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CAI_TacticalServices * GetTacticalServices() { return GetOuter()->GetTacticalServices(); }
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bool m_fOverrode;
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IBehaviorBackBridge *m_pBackBridge;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Purpose: Template provides provides back bridge to owning class and
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// establishes namespace settings
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//-----------------------------------------------------------------------------
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template <class NPC_CLASS = CAI_BaseNPC, const int ID_SPACE_OFFSET = 100000>
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class CAI_Behavior : public CAI_ComponentWithOuter<NPC_CLASS, CAI_BehaviorBase>
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{
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public:
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DECLARE_CLASS_NOFRIEND( CAI_Behavior, NPC_CLASS );
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enum
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{
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NEXT_TASK = ID_SPACE_OFFSET,
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NEXT_SCHEDULE = ID_SPACE_OFFSET,
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NEXT_CONDITION = ID_SPACE_OFFSET
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};
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void SetCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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this->GetOuter()->SetCondition( condition );
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}
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bool HasCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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return this->GetOuter()->HasCondition( condition );
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}
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bool HasInterruptCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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return this->GetOuter()->HasInterruptCondition( condition );
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}
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void ClearCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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this->GetOuter()->ClearCondition( condition );
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}
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protected:
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CAI_Behavior(NPC_CLASS *pOuter = NULL)
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: CAI_ComponentWithOuter<NPC_CLASS, CAI_BehaviorBase>(pOuter)
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{
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}
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static CAI_GlobalScheduleNamespace *GetSchedulingSymbols()
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{
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return NPC_CLASS::GetSchedulingSymbols();
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}
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virtual CAI_ClassScheduleIdSpace *GetClassScheduleIdSpace()
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{
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return this->GetOuter()->GetClassScheduleIdSpace();
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}
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static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect()
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{
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return NPC_CLASS::AccessClassScheduleIdSpaceDirect();
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}
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private:
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virtual bool IsBehaviorSchedule( int scheduleType ) { return ( scheduleType >= ID_SPACE_OFFSET && scheduleType < ID_SPACE_OFFSET + 10000 ); }
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};
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//-----------------------------------------------------------------------------
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// Purpose: Some bridges a little more complicated to allow behavior to see
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// what base class would do or control order in which it's donw
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//-----------------------------------------------------------------------------
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abstract_class IBehaviorBackBridge
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{
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public:
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virtual void BackBridge_GatherConditions() = 0;
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virtual int BackBridge_SelectSchedule() = 0;
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virtual int BackBridge_TranslateSchedule( int scheduleType ) = 0;
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virtual Activity BackBridge_NPC_TranslateActivity( Activity activity ) = 0;
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virtual bool BackBridge_IsValidEnemy(CBaseEntity *pEnemy) = 0;
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virtual CBaseEntity* BackBridge_BestEnemy(void) = 0;
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virtual bool BackBridge_IsValidCover( const Vector &vLocation, CAI_Hint const *pHint ) = 0;
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virtual bool BackBridge_IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint ) = 0;
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virtual float BackBridge_GetMaxTacticalLateralMovement( void ) = 0;
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virtual bool BackBridge_ShouldIgnoreSound( CSound *pSound ) = 0;
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virtual void BackBridge_OnSeeEntity( CBaseEntity *pEntity ) = 0;
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virtual void BackBridge_OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker ) = 0;
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virtual bool BackBridge_IsInterruptable( void ) = 0;
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virtual bool BackBridge_IsNavigationUrgent( void ) = 0;
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virtual bool BackBridge_ShouldPlayerAvoid( void ) = 0;
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virtual int BackBridge_OnTakeDamage_Alive( const CTakeDamageInfo &info ) = 0;
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virtual float BackBridge_GetDefaultNavGoalTolerance() = 0;
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virtual float BackBridge_GetReasonableFacingDist( void ) = 0;
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virtual bool BackBridge_CanFlinch( void ) = 0;
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virtual bool BackBridge_IsCrouching( void ) = 0;
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virtual bool BackBridge_IsCrouchedActivity( Activity activity ) = 0;
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virtual bool BackBridge_QueryHearSound( CSound *pSound ) = 0;
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virtual bool BackBridge_CanRunAScriptedNPCInteraction( bool bForced ) = 0;
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virtual Activity BackBridge_GetFlinchActivity( bool bHeavyDamage, bool bGesture ) = 0;
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virtual bool BackBridge_OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ) = 0;
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virtual void BackBridge_ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet ) = 0;
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virtual void BackBridge_Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity ) = 0;
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virtual void BackBridge_HandleAnimEvent( animevent_t *pEvent ) = 0;
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//-------------------------------------
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};
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//-----------------------------------------------------------------------------
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// Purpose: The common instantiation of the above template
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//-----------------------------------------------------------------------------
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typedef CAI_Behavior<> CAI_SimpleBehavior;
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//-----------------------------------------------------------------------------
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// Purpose: Base class for AIs that want to act as a host for CAI_Behaviors
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// NPCs aren't required to use this, but probably want to.
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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class CAI_BehaviorHost : public BASE_NPC,
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private IBehaviorBackBridge
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{
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public:
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DECLARE_CLASS_NOFRIEND( CAI_BehaviorHost, BASE_NPC );
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CAI_BehaviorHost()
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: m_pCurBehavior(NULL)
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{
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#ifdef DEBUG
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m_fDebugInCreateBehaviors = false;
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#endif
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}
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void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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virtual bool CreateComponents();
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// Automatically called during entity construction, derived class calls AddBehavior()
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virtual bool CreateBehaviors() { return true; }
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// forces movement and sets a new schedule
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virtual bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity );
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virtual bool ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity );
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virtual void ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun);
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virtual void ForceSelectedGoRandom(void);
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// Bridges
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void Precache();
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void NPCInit();
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void UpdateOnRemove();
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void Event_Killed( const CTakeDamageInfo &info );
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void GatherConditions();
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void PrescheduleThink();
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int SelectSchedule();
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void KeepRunningBehavior();
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int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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void OnScheduleChange();
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void OnStartSchedule( int scheduleType );
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int TranslateSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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void AimGun( void );
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CAI_Schedule * GetSchedule(int localScheduleID);
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const char * TaskName(int taskID);
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void BuildScheduleTestBits();
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void OnChangeHintGroup( string_t oldGroup, string_t newGroup );
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Activity NPC_TranslateActivity( Activity activity );
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bool IsCurTaskContinuousMove();
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void OnMovementFailed();
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void OnMovementComplete();
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bool FValidateHintType( CAI_Hint *pHint );
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float GetDefaultNavGoalTolerance();
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bool IsValidEnemy(CBaseEntity *pEnemy);
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CBaseEntity* BestEnemy(void);
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bool IsValidCover( const Vector &vLocation, CAI_Hint const *pHint );
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bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
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float GetMaxTacticalLateralMovement( void );
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bool ShouldIgnoreSound( CSound *pSound );
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void OnSeeEntity( CBaseEntity *pEntity );
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void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
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bool IsInterruptable( void );
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bool IsNavigationUrgent( void );
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bool ShouldPlayerAvoid( void );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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float GetReasonableFacingDist( void );
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bool CanFlinch( void );
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bool IsCrouching( void );
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bool IsCrouchedActivity( Activity activity );
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bool QueryHearSound( CSound *pSound );
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bool CanRunAScriptedNPCInteraction( bool bForced );
|
|
Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
|
|
bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
|
|
void HandleAnimEvent( animevent_t *pEvent );
|
|
|
|
bool ShouldAlwaysThink();
|
|
|
|
void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
|
|
virtual bool SpeakMapmakerInterruptConcept( string_t iszConcept );
|
|
|
|
void OnRestore();
|
|
|
|
void ModifyOrAppendCriteria( AI_CriteriaSet& set );
|
|
void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
|
|
|
|
//---------------------------------
|
|
|
|
virtual bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule );
|
|
virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
|
|
|
|
protected:
|
|
void AddBehavior( CAI_BehaviorBase *pBehavior );
|
|
|
|
bool BehaviorSelectSchedule();
|
|
virtual bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior ) { return true; }
|
|
|
|
bool IsRunningBehavior() const;
|
|
CAI_BehaviorBase *GetRunningBehavior();
|
|
CAI_BehaviorBase *DeferSchedulingToBehavior( CAI_BehaviorBase *pNewBehavior );
|
|
void ChangeBehaviorTo( CAI_BehaviorBase *pNewBehavior );
|
|
|
|
CAI_Schedule * GetNewSchedule();
|
|
CAI_Schedule * GetFailSchedule();
|
|
private:
|
|
void BackBridge_GatherConditions();
|
|
int BackBridge_SelectSchedule();
|
|
int BackBridge_TranslateSchedule( int scheduleType );
|
|
Activity BackBridge_NPC_TranslateActivity( Activity activity );
|
|
bool BackBridge_IsValidEnemy(CBaseEntity *pEnemy);
|
|
CBaseEntity* BackBridge_BestEnemy(void);
|
|
bool BackBridge_IsValidCover( const Vector &vLocation, CAI_Hint const *pHint );
|
|
bool BackBridge_IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
|
|
float BackBridge_GetMaxTacticalLateralMovement( void );
|
|
bool BackBridge_ShouldIgnoreSound( CSound *pSound );
|
|
void BackBridge_OnSeeEntity( CBaseEntity *pEntity );
|
|
void BackBridge_OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
|
|
bool BackBridge_IsInterruptable( void );
|
|
bool BackBridge_IsNavigationUrgent( void );
|
|
bool BackBridge_ShouldPlayerAvoid( void );
|
|
int BackBridge_OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
|
float BackBridge_GetDefaultNavGoalTolerance();
|
|
float BackBridge_GetReasonableFacingDist( void );
|
|
bool BackBridge_CanFlinch( void );
|
|
bool BackBridge_IsCrouching( void );
|
|
bool BackBridge_IsCrouchedActivity( Activity activity );
|
|
bool BackBridge_QueryHearSound( CSound *pSound );
|
|
bool BackBridge_CanRunAScriptedNPCInteraction( bool bForced );
|
|
Activity BackBridge_GetFlinchActivity( bool bHeavyDamage, bool bGesture );
|
|
bool BackBridge_OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
|
|
void BackBridge_ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet );
|
|
void BackBridge_Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
|
|
|
|
void BackBridge_HandleAnimEvent( animevent_t *pEvent );
|
|
|
|
CAI_BehaviorBase **AccessBehaviors();
|
|
int NumBehaviors();
|
|
|
|
CAI_BehaviorBase * m_pCurBehavior;
|
|
CUtlVector<CAI_BehaviorBase *> m_Behaviors;
|
|
|
|
bool m_bCalledBehaviorSelectSchedule;
|
|
|
|
#ifdef DEBUG
|
|
bool m_fDebugInCreateBehaviors;
|
|
#endif
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// The first frame a behavior begins schedule selection, it won't have had it's GatherConditions()
|
|
// called. To fix this, BeginScheduleSelection() manually calls the new behavior's GatherConditions(),
|
|
// but sets this global so that the baseclass GatherConditions() isn't called as well.
|
|
extern bool g_bBehaviorHost_PreventBaseClassGatherConditions;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeOnStartSchedule( int scheduleType )
|
|
{
|
|
int localId = AI_IdIsGlobal( scheduleType ) ? GetClassScheduleIdSpace()->ScheduleGlobalToLocal( scheduleType ) : scheduleType;
|
|
OnStartSchedule( localId );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline int CAI_BehaviorBase::BridgeSelectSchedule()
|
|
{
|
|
int result = SelectSchedule();
|
|
|
|
if ( IsBehaviorSchedule( result ) )
|
|
return GetClassScheduleIdSpace()->ScheduleLocalToGlobal( result );
|
|
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeSelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode, int *pResult )
|
|
{
|
|
m_fOverrode = true;
|
|
int result = SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
if ( m_fOverrode )
|
|
{
|
|
if ( result != SCHED_NONE )
|
|
{
|
|
if ( IsBehaviorSchedule( result ) )
|
|
*pResult = GetClassScheduleIdSpace()->ScheduleLocalToGlobal( result );
|
|
else
|
|
*pResult = result;
|
|
return true;
|
|
}
|
|
Warning( "An AI behavior is in control but has no recommended schedule\n" );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeStartTask( const Task_t *pTask )
|
|
{
|
|
m_fOverrode = true;
|
|
StartTask( pTask );
|
|
return m_fOverrode;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeRunTask( const Task_t *pTask)
|
|
{
|
|
m_fOverrode = true;
|
|
RunTask( pTask );
|
|
return m_fOverrode;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeAimGun( void )
|
|
{
|
|
m_fOverrode = true;
|
|
AimGun();
|
|
return m_fOverrode;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::ChainStartTask( int task, float taskData )
|
|
{
|
|
Task_t tempTask = { task, taskData };
|
|
|
|
bool fPrevOverride = m_fOverrode;
|
|
GetOuter()->StartTask( (const Task_t *)&tempTask );
|
|
m_fOverrode = fPrevOverride;;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::ChainRunTask( int task, float taskData )
|
|
{
|
|
Task_t tempTask = { task, taskData };
|
|
bool fPrevOverride = m_fOverrode;
|
|
GetOuter()->RunTask( (const Task_t *) &tempTask );
|
|
m_fOverrode = fPrevOverride;;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline int CAI_BehaviorBase::BridgeTranslateSchedule( int scheduleType )
|
|
{
|
|
int localId = AI_IdIsGlobal( scheduleType ) ? GetClassScheduleIdSpace()->ScheduleGlobalToLocal( scheduleType ) : scheduleType;
|
|
int result = TranslateSchedule( localId );
|
|
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeGetSchedule( int localScheduleID, CAI_Schedule **ppResult )
|
|
{
|
|
*ppResult = GetSchedule( localScheduleID );
|
|
return (*ppResult != NULL );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeTaskName( int taskID, const char **ppResult )
|
|
{
|
|
if ( AI_IdIsLocal( taskID ) )
|
|
{
|
|
*ppResult = GetSchedulingSymbols()->TaskIdToSymbol( GetClassScheduleIdSpace()->TaskLocalToGlobal( taskID ) );
|
|
return (*ppResult != NULL );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline Activity CAI_BehaviorBase::BridgeNPC_TranslateActivity( Activity activity )
|
|
{
|
|
return NPC_TranslateActivity( activity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsCurTaskContinuousMove( bool *pResult )
|
|
{
|
|
bool fPrevOverride = m_fOverrode;
|
|
m_fOverrode = true;
|
|
*pResult = IsCurTaskContinuousMove();
|
|
bool result = m_fOverrode;
|
|
m_fOverrode = fPrevOverride;
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeFValidateHintType( CAI_Hint *pHint, bool *pResult )
|
|
{
|
|
bool fPrevOverride = m_fOverrode;
|
|
m_fOverrode = true;
|
|
*pResult = FValidateHintType( pHint );
|
|
bool result = m_fOverrode;
|
|
m_fOverrode = fPrevOverride;
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
return IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline CBaseEntity *CAI_BehaviorBase::BridgeBestEnemy()
|
|
{
|
|
return BestEnemy();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsValidCover( const Vector &vLocation, CAI_Hint const *pHint )
|
|
{
|
|
return IsValidCover( vLocation, pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint )
|
|
{
|
|
return IsValidShootPosition( vLocation, pNode, pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline float CAI_BehaviorBase::BridgeGetMaxTacticalLateralMovement( void )
|
|
{
|
|
return GetMaxTacticalLateralMovement();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeShouldIgnoreSound( CSound *pSound )
|
|
{
|
|
return ShouldIgnoreSound( pSound );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeOnSeeEntity( CBaseEntity *pEntity )
|
|
{
|
|
OnSeeEntity( pEntity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeOnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker )
|
|
{
|
|
OnFriendDamaged( pSquadmate, pAttacker );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsInterruptable( void )
|
|
{
|
|
return IsInterruptable();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsNavigationUrgent( void )
|
|
{
|
|
return IsNavigationUrgent();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeCanFlinch( void )
|
|
{
|
|
return CanFlinch();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsCrouching( void )
|
|
{
|
|
return IsCrouching();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeIsCrouchedActivity( Activity activity )
|
|
{
|
|
return IsCrouchedActivity( activity );
|
|
}
|
|
|
|
inline bool CAI_BehaviorBase::BridgeQueryHearSound( CSound *pSound )
|
|
{
|
|
return QueryHearSound( pSound );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeCanRunAScriptedNPCInteraction( bool bForced )
|
|
{
|
|
return CanRunAScriptedNPCInteraction( bForced );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeShouldPlayerAvoid( void )
|
|
{
|
|
return ShouldPlayerAvoid();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline int CAI_BehaviorBase::BridgeOnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
return OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline float CAI_BehaviorBase::BridgeGetReasonableFacingDist( void )
|
|
{
|
|
return GetReasonableFacingDist();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeShouldAlwaysThink( bool *pResult )
|
|
{
|
|
bool fPrevOverride = m_fOverrode;
|
|
m_fOverrode = true;
|
|
*pResult = ShouldAlwaysThink();
|
|
bool result = m_fOverrode;
|
|
m_fOverrode = fPrevOverride;
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeOnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
|
|
{
|
|
OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept( string_t iszConcept )
|
|
{
|
|
return SpeakMapmakerInterruptConcept( iszConcept );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeOnRestore()
|
|
{
|
|
OnRestore();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
inline float CAI_BehaviorBase::BridgeGetDefaultNavGoalTolerance()
|
|
{
|
|
return GetDefaultNavGoalTolerance();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline Activity CAI_BehaviorBase::BridgeGetFlinchActivity( bool bHeavyDamage, bool bGesture )
|
|
{
|
|
return GetFlinchActivity( bHeavyDamage, bGesture );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline bool CAI_BehaviorBase::BridgeOnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
return OnCalcBaseMove( pMoveGoal, distClear, pResult );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
|
|
{
|
|
ModifyOrAppendCriteria( criteriaSet );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeTeleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
|
|
{
|
|
Teleport( newPosition, newAngles, newVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline void CAI_BehaviorBase::BridgeHandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
|
|
{
|
|
DeferSchedulingToBehavior( NULL );
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeCleanupOnDeath( pCulprit, bFireDeathOutput );
|
|
}
|
|
BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::GatherConditions()
|
|
{
|
|
// Iterate over behaviors and call GatherConditionsNotActive() on each behavior
|
|
// not currently active.
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
if( m_Behaviors[i] != m_pCurBehavior )
|
|
{
|
|
m_Behaviors[i]->GatherConditionsNotActive();
|
|
}
|
|
}
|
|
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgeGatherConditions();
|
|
else
|
|
BaseClass::GatherConditions();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BackBridge_GatherConditions()
|
|
{
|
|
if ( g_bBehaviorHost_PreventBaseClassGatherConditions )
|
|
return;
|
|
|
|
BaseClass::GatherConditions();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnScheduleChange()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgeOnScheduleChange();
|
|
BaseClass::OnScheduleChange();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnStartSchedule( int scheduleType )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgeOnStartSchedule( scheduleType );
|
|
BaseClass::OnStartSchedule( scheduleType );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::BackBridge_SelectSchedule()
|
|
{
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BehaviorSelectSchedule()
|
|
{
|
|
for ( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
if ( m_Behaviors[i]->CanSelectSchedule() && ShouldBehaviorSelectSchedule( m_Behaviors[i] ) )
|
|
{
|
|
DeferSchedulingToBehavior( m_Behaviors[i] );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
DeferSchedulingToBehavior( NULL );
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsRunningBehavior() const
|
|
{
|
|
return ( m_pCurBehavior != NULL );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CAI_BehaviorBase *CAI_BehaviorHost<BASE_NPC>::GetRunningBehavior()
|
|
{
|
|
return m_pCurBehavior;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetNewSchedule()
|
|
{
|
|
m_bCalledBehaviorSelectSchedule = false;
|
|
CAI_Schedule *pResult = BaseClass::GetNewSchedule();
|
|
if ( !m_bCalledBehaviorSelectSchedule && m_pCurBehavior )
|
|
DeferSchedulingToBehavior( NULL );
|
|
return pResult;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetFailSchedule()
|
|
{
|
|
m_bCalledBehaviorSelectSchedule = false;
|
|
CAI_Schedule *pResult = BaseClass::GetFailSchedule();
|
|
if ( !m_bCalledBehaviorSelectSchedule && m_pCurBehavior )
|
|
DeferSchedulingToBehavior( NULL );
|
|
return pResult;
|
|
}
|
|
|
|
//------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::ChangeBehaviorTo( CAI_BehaviorBase *pNewBehavior )
|
|
{
|
|
bool change = ( m_pCurBehavior != pNewBehavior );
|
|
CAI_BehaviorBase *pOldBehavior = m_pCurBehavior;
|
|
m_pCurBehavior = pNewBehavior;
|
|
|
|
if ( change )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
{
|
|
m_pCurBehavior->BeginScheduleSelection();
|
|
|
|
g_bBehaviorHost_PreventBaseClassGatherConditions = true;
|
|
m_pCurBehavior->GatherConditions();
|
|
g_bBehaviorHost_PreventBaseClassGatherConditions = false;
|
|
}
|
|
|
|
if ( pOldBehavior )
|
|
{
|
|
pOldBehavior->EndScheduleSelection();
|
|
this->VacateStrategySlot();
|
|
}
|
|
|
|
OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CAI_BehaviorBase *CAI_BehaviorHost<BASE_NPC>::DeferSchedulingToBehavior( CAI_BehaviorBase *pNewBehavior )
|
|
{
|
|
CAI_BehaviorBase *pOldBehavior = m_pCurBehavior;
|
|
ChangeBehaviorTo( pNewBehavior );
|
|
return pOldBehavior;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::BackBridge_TranslateSchedule( int scheduleType )
|
|
{
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::TranslateSchedule( int scheduleType )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
{
|
|
return m_pCurBehavior->BridgeTranslateSchedule( scheduleType );
|
|
}
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::PrescheduleThink()
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgePrescheduleThink();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::SelectSchedule()
|
|
{
|
|
m_bCalledBehaviorSelectSchedule = true;
|
|
if ( m_pCurBehavior )
|
|
{
|
|
return m_pCurBehavior->BridgeSelectSchedule();
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::KeepRunningBehavior()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
m_bCalledBehaviorSelectSchedule = true;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
m_bCalledBehaviorSelectSchedule = true;
|
|
int result = 0;
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeSelectFailSchedule( failedSchedule, failedTask, taskFailCode, &result ) )
|
|
return result;
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::StartTask( const Task_t *pTask )
|
|
{
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeStartTask( pTask ) )
|
|
return;
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::RunTask( const Task_t *pTask )
|
|
{
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeRunTask( pTask ) )
|
|
return;
|
|
BaseClass::RunTask( pTask );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::AimGun( void )
|
|
{
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeAimGun() )
|
|
return;
|
|
BaseClass::AimGun();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetSchedule(int localScheduleID)
|
|
{
|
|
CAI_Schedule *pResult;
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeGetSchedule( localScheduleID, &pResult ) )
|
|
return pResult;
|
|
return BaseClass::GetSchedule( localScheduleID );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline const char *CAI_BehaviorHost<BASE_NPC>::TaskName(int taskID)
|
|
{
|
|
const char *pszResult = NULL;
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeTaskName( taskID, &pszResult ) )
|
|
return pszResult;
|
|
return BaseClass::TaskName( taskID );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BuildScheduleTestBits()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgeBuildScheduleTestBits();
|
|
BaseClass::BuildScheduleTestBits();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeHintGroup( string_t oldGroup, string_t newGroup )
|
|
{
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeOnChangeHintGroup( oldGroup, newGroup );
|
|
}
|
|
BaseClass::OnChangeHintGroup( oldGroup, newGroup );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline Activity CAI_BehaviorHost<BASE_NPC>::BackBridge_NPC_TranslateActivity( Activity activity )
|
|
{
|
|
return BaseClass::NPC_TranslateActivity( activity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline Activity CAI_BehaviorHost<BASE_NPC>::NPC_TranslateActivity( Activity activity )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
{
|
|
return m_pCurBehavior->BridgeNPC_TranslateActivity( activity );
|
|
}
|
|
return BaseClass::NPC_TranslateActivity( activity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsCurTaskContinuousMove()
|
|
{
|
|
bool result = false;
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeIsCurTaskContinuousMove( &result ) )
|
|
return result;
|
|
return BaseClass::IsCurTaskContinuousMove();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnMovementFailed()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgeOnMovementFailed();
|
|
BaseClass::OnMovementFailed();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnMovementComplete()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
m_pCurBehavior->BridgeOnMovementComplete();
|
|
BaseClass::OnMovementComplete();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline float CAI_BehaviorHost<BASE_NPC>::GetDefaultNavGoalTolerance()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeGetDefaultNavGoalTolerance();
|
|
return BaseClass::GetDefaultNavGoalTolerance();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline float CAI_BehaviorHost<BASE_NPC>::BackBridge_GetDefaultNavGoalTolerance()
|
|
{
|
|
return BaseClass::GetDefaultNavGoalTolerance();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::FValidateHintType( CAI_Hint *pHint )
|
|
{
|
|
bool result = false;
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeFValidateHintType( pHint, &result ) )
|
|
return result;
|
|
return BaseClass::FValidateHintType( pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsValidEnemy(CBaseEntity *pEnemy)
|
|
{
|
|
return BaseClass::IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CBaseEntity *CAI_BehaviorHost<BASE_NPC>::BackBridge_BestEnemy(void)
|
|
{
|
|
return BaseClass::BestEnemy();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsValidCover( const Vector &vLocation, CAI_Hint const *pHint )
|
|
{
|
|
return BaseClass::IsValidCover( vLocation, pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint )
|
|
{
|
|
return BaseClass::IsValidShootPosition( vLocation, pNode, pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline float CAI_BehaviorHost<BASE_NPC>::BackBridge_GetMaxTacticalLateralMovement( void )
|
|
{
|
|
return BaseClass::GetMaxTacticalLateralMovement();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_ShouldIgnoreSound( CSound *pSound )
|
|
{
|
|
return BaseClass::ShouldIgnoreSound( pSound );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BackBridge_OnSeeEntity( CBaseEntity *pEntity )
|
|
{
|
|
BaseClass::OnSeeEntity( pEntity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BackBridge_OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker )
|
|
{
|
|
BaseClass::OnFriendDamaged( pSquadmate, pAttacker );
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsInterruptable( void )
|
|
{
|
|
return BaseClass::IsInterruptable();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsNavigationUrgent( void )
|
|
{
|
|
return BaseClass::IsNavigationUrgent();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_CanFlinch( void )
|
|
{
|
|
return BaseClass::CanFlinch();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsCrouching( void )
|
|
{
|
|
return BaseClass::IsCrouching();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_IsCrouchedActivity( Activity activity )
|
|
{
|
|
return BaseClass::IsCrouchedActivity( activity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_QueryHearSound( CSound *pSound )
|
|
{
|
|
return BaseClass::QueryHearSound( pSound );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_CanRunAScriptedNPCInteraction( bool bForced )
|
|
{
|
|
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_ShouldPlayerAvoid( void )
|
|
{
|
|
return BaseClass::ShouldPlayerAvoid();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::BackBridge_OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline float CAI_BehaviorHost<BASE_NPC>::BackBridge_GetReasonableFacingDist( void )
|
|
{
|
|
return BaseClass::GetReasonableFacingDist();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline Activity CAI_BehaviorHost<BASE_NPC>::BackBridge_GetFlinchActivity( bool bHeavyDamage, bool bGesture )
|
|
{
|
|
return BaseClass::GetFlinchActivity( bHeavyDamage, bGesture );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::BackBridge_OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
return BaseClass::OnCalcBaseMove( pMoveGoal, distClear, pResult );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BackBridge_ModifyOrAppendCriteria( AI_CriteriaSet &criteriaSet )
|
|
{
|
|
BaseClass::ModifyOrAppendCriteria( criteriaSet );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BackBridge_Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
|
|
{
|
|
BaseClass::Teleport( newPosition, newAngles, newVelocity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::BackBridge_HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsValidEnemy( pEnemy );
|
|
|
|
return BaseClass::IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CBaseEntity *CAI_BehaviorHost<BASE_NPC>::BestEnemy()
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeBestEnemy();
|
|
|
|
return BaseClass::BestEnemy();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::ShouldAlwaysThink()
|
|
{
|
|
bool result = false;
|
|
if ( m_pCurBehavior && m_pCurBehavior->BridgeShouldAlwaysThink( &result ) )
|
|
return result;
|
|
return BaseClass::ShouldAlwaysThink();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
|
|
{
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeOnChangeActiveWeapon( pOldWeapon, pNewWeapon );
|
|
}
|
|
BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::SpeakMapmakerInterruptConcept( string_t iszConcept )
|
|
{
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
if ( m_Behaviors[i]->BridgeSpeakMapmakerInterruptConcept( iszConcept ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnRestore()
|
|
{
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeOnRestore();
|
|
}
|
|
BaseClass::OnRestore();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsValidCover( const Vector &vLocation, CAI_Hint const *pHint )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsValidCover( vLocation, pHint );
|
|
|
|
return BaseClass::IsValidCover( vLocation, pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsValidShootPosition( vLocation, pNode, pHint );
|
|
|
|
return BaseClass::IsValidShootPosition( vLocation, pNode, pHint );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline float CAI_BehaviorHost<BASE_NPC>::GetMaxTacticalLateralMovement( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeGetMaxTacticalLateralMovement();
|
|
|
|
return BaseClass::GetMaxTacticalLateralMovement();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::ShouldIgnoreSound( CSound *pSound )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeShouldIgnoreSound( pSound );
|
|
|
|
return BaseClass::ShouldIgnoreSound( pSound );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnSeeEntity( CBaseEntity *pEntity )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeOnSeeEntity( pEntity );
|
|
|
|
BaseClass::OnSeeEntity( pEntity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeOnFriendDamaged( pSquadmate, pAttacker );
|
|
|
|
BaseClass::OnFriendDamaged( pSquadmate, pAttacker );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsInterruptable( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsInterruptable();
|
|
|
|
return BaseClass::IsInterruptable();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsNavigationUrgent( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsNavigationUrgent();
|
|
|
|
return BaseClass::IsNavigationUrgent();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::CanFlinch( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeCanFlinch();
|
|
|
|
return BaseClass::CanFlinch();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsCrouching( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsCrouching();
|
|
|
|
return BaseClass::IsCrouching();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::IsCrouchedActivity( Activity activity )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeIsCrouchedActivity( activity );
|
|
|
|
return BaseClass::IsCrouchedActivity( activity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::QueryHearSound( CSound *pSound )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeQueryHearSound( pSound );
|
|
|
|
return BaseClass::QueryHearSound( pSound );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::CanRunAScriptedNPCInteraction( bool bForced )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeCanRunAScriptedNPCInteraction( bForced );
|
|
|
|
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::ShouldPlayerAvoid( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeShouldPlayerAvoid();
|
|
|
|
return BaseClass::ShouldPlayerAvoid();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeOnTakeDamage_Alive( info );
|
|
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline float CAI_BehaviorHost<BASE_NPC>::GetReasonableFacingDist( void )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeGetReasonableFacingDist();
|
|
|
|
return BaseClass::GetReasonableFacingDist();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::Precache()
|
|
{
|
|
BaseClass::Precache();
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgePrecache();
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
|
|
{
|
|
// If a behavior is active, we need to stop running it
|
|
ChangeBehaviorTo( NULL );
|
|
|
|
return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity )
|
|
{
|
|
// If a behavior is active, we need to stop running it
|
|
ChangeBehaviorTo( NULL );
|
|
|
|
return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun)
|
|
{
|
|
// If a behavior is active, we need to stop running it
|
|
ChangeBehaviorTo( NULL );
|
|
|
|
BaseClass::ForceSelectedGo(pPlayer, targetPos, traceDir, bRun);
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::ForceSelectedGoRandom(void)
|
|
{
|
|
// If a behavior is active, we need to stop running it
|
|
ChangeBehaviorTo( NULL );
|
|
|
|
BaseClass::ForceSelectedGoRandom();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::NPCInit()
|
|
{
|
|
BaseClass::NPCInit();
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeSpawn();
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::UpdateOnRemove()
|
|
{
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeUpdateOnRemove();
|
|
}
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
for( int i = 0; i < m_Behaviors.Count(); i++ )
|
|
{
|
|
m_Behaviors[i]->BridgeEvent_Killed( info );
|
|
}
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline Activity CAI_BehaviorHost<BASE_NPC>::GetFlinchActivity( bool bHeavyDamage, bool bGesture )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeGetFlinchActivity( bHeavyDamage, bGesture );
|
|
|
|
return BaseClass::GetFlinchActivity( bHeavyDamage, bGesture );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeOnCalcBaseMove( pMoveGoal, distClear, pResult );
|
|
|
|
return BaseClass::OnCalcBaseMove( pMoveGoal, distClear, pResult );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::ModifyOrAppendCriteria( AI_CriteriaSet &criteriaSet )
|
|
{
|
|
BaseClass::ModifyOrAppendCriteria( criteriaSet );
|
|
|
|
if ( m_pCurBehavior )
|
|
{
|
|
// Append active behavior name
|
|
criteriaSet.AppendCriteria( "active_behavior", GetRunningBehavior()->GetName() );
|
|
|
|
m_pCurBehavior->BridgeModifyOrAppendCriteria( criteriaSet );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
{
|
|
m_pCurBehavior->BridgeTeleport( newPosition, newAngles, newVelocity );
|
|
return;
|
|
}
|
|
|
|
BaseClass::Teleport( newPosition, newAngles, newVelocity );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
if ( m_pCurBehavior )
|
|
return m_pCurBehavior->BridgeHandleAnimEvent( pEvent );
|
|
|
|
return BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule )
|
|
{
|
|
if ( pBehavior == GetRunningBehavior() && !pBehavior->CanSelectSchedule() && !fCanFinishSchedule )
|
|
{
|
|
DeferSchedulingToBehavior( NULL );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
|
|
{
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline void CAI_BehaviorHost<BASE_NPC>::AddBehavior( CAI_BehaviorBase *pBehavior )
|
|
{
|
|
#ifdef DEBUG
|
|
Assert( m_Behaviors.Find( pBehavior ) == m_Behaviors.InvalidIndex() );
|
|
Assert( m_fDebugInCreateBehaviors );
|
|
for ( int i = 0; i < m_Behaviors.Count(); i++)
|
|
{
|
|
Assert( typeid(*m_Behaviors[i]) != typeid(*pBehavior) );
|
|
}
|
|
#endif
|
|
m_Behaviors.AddToTail( pBehavior );
|
|
pBehavior->SetOuter( this );
|
|
pBehavior->SetBackBridge( this );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline CAI_BehaviorBase **CAI_BehaviorHost<BASE_NPC>::AccessBehaviors()
|
|
{
|
|
if (m_Behaviors.Count())
|
|
return m_Behaviors.Base();
|
|
return NULL;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::NumBehaviors()
|
|
{
|
|
return m_Behaviors.Count();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::Save( ISave &save )
|
|
{
|
|
int result = BaseClass::Save( save );
|
|
if ( result )
|
|
CAI_BehaviorBase::SaveBehaviors( save, m_pCurBehavior, AccessBehaviors(), NumBehaviors() );
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline int CAI_BehaviorHost<BASE_NPC>::Restore( IRestore &restore )
|
|
{
|
|
int result = BaseClass::Restore( restore );
|
|
if ( result )
|
|
{
|
|
int iCurrent = CAI_BehaviorBase::RestoreBehaviors( restore, AccessBehaviors(), NumBehaviors() );
|
|
if ( iCurrent != -1 )
|
|
m_pCurBehavior = AccessBehaviors()[iCurrent];
|
|
else
|
|
m_pCurBehavior = NULL;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
template <class BASE_NPC>
|
|
inline bool CAI_BehaviorHost<BASE_NPC>::CreateComponents()
|
|
{
|
|
if ( BaseClass::CreateComponents() )
|
|
{
|
|
#ifdef DEBUG
|
|
m_fDebugInCreateBehaviors = true;
|
|
#endif
|
|
bool result = CreateBehaviors();
|
|
#ifdef DEBUG
|
|
m_fDebugInCreateBehaviors = false;
|
|
#endif
|
|
return result;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // AI_BEHAVIOR_H
|